Frost BladesProjectile, Attack, Melee, Cold
Mana Cost: 6
Cast Time: 1.00 sec
Projectile Speed: 2250Drop Restrictions
Level: 1Attack with increased range, releasing icy blades from the struck enemy that fly at other enemies. Requires a Melee Weapon.Per 1% Quality:
1% increased Projectile DamageDeals (100-141.8)% of Base Attack Damage
(4-7) additional Projectiles
+(18-21) to Melee Weapon Range
40% of Physical Damage converted to Cold Damage
(0-19)% increased Projectile SpeedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Skill functions and interactions
An attack with Frost Blades consists of two parts:
- An initial melee hit with the keywords Cold, Attack, Melee
- A projectile attack with the keywords Cold, Attack, Projectile
When an enemy is hit by this skill, multiple homing projectiles fly out from behind the enemy and target nearby enemies. This skill increases the melee range by an appreciable degree. Unlike Lightning Strike, if the initial attack does not hit an enemy, then no projectiles are released.
The projectiles do the same damage as the initial attack, with the same cold damage conversion. However the initial melee attack scales with melee damage modifiers (such as Melee Physical Damage), whereas the projectiles scale with projectile damage modifiers. Both components scale equally with (unspecified) attack, physical, and cold damage modifiers.
Multistrike uses the increased attack range of this skill when selecting targets to attack. Melee Splash does not release additional projectiles from secondary targets struck by the initial melee splash, nor does it splash the projectiles' damage. Faster Projectiles will increase the speed and effective range of the secondary projectiles. Physical Projectile Attack Damage scales all the damage of the projectiles, but not the initial melee attack: attack speed is NOT reduced since the attack animation itself is melee, rather than projectile.
Note: the tooltip DPS shows only the melee attack component damage and DPS. It does not show damage values for the projectile component. To calculate the projectile component, use the formula at the bottom of this page.
Gem level progression
Quest rewardThis skill is given as quest reward for the following quests:
|Enemy at the Gate|
Vendor rewardThis skill can be bought at the listed npc vendors after completing the following quests:
|Enemy at the Gate|
Scroll of WisdomScroll of WisdomStack Size: 40Drop Restrictions
Level: 1Identifies an itemRight click this item then left click an unidentified item to apply it.
Shift click to unstack.
Projectile Damage Calculation
To calculate the projectile damage (or DPS) given the melee tooltip damage (or DPS) use the following formula:
- IAD = Sum of all % increased attack damage (not including either melee or projectile specific increased damage nor effects from Strength)
- IMD = Sum of all % increased melee damage (including effects from Strength)
- IPD = Sum of all % increased projectile damage (including effects from Strength if Iron Grip is applicable)
- MMD = individual % more/less melee damage modifiers
- MPD = individual % more/less projectile damage modifiers
All % values are expressed as decimal, e.g. 20% = 0.20. Reduced and less damage modifiers are expressed as negative values.
projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD)
If there are multiple more/less damage modifiers, then repeat the multiplicative terms (1.0 + MMD) and/or (1.0 + MPD) individually for each source.
tooltip_damage_melee = base_damage * (1.0 + IAD + IMD) * (1.0 + MMD) (1) tooltip_damage_projectile = base_damage * (1.0 + IAD + IPD) * (1.0 + MPD) (2)
Divide (2) with (1) to eliminate base_damage
tooltip_damage_projectile / tooltip_damage_melee = (1.0 + IAD + IPD)/(1.0 + IAD + IMD) * (1.0 + MPD) / (1.0 + MMD) (3)
In order to be accurate, IAD, IMD, and IPD must be calculated correctly, including any effects from Strength and Iron Grip if applicable.
Note also that (3) is valid only individually for the physical or cold portions of the damage. In the presence of cold or elemental damage modifiers such as Fangs of Frost, Hatred or Weapon Elemental Damage, then the physical and cold components must be calculated separately and then added together to determine the total damage amount, and multiplied by attack speed for total DPS.
Tooltip_damage = [10, 20] % increased physical damage from passives = 20% % increased melee physical damage from passives = 60% % increased melee physical damage from 90 Strength = 18% (Iron Grip is not taken) % increased projectile damage from passives = 40% 30% more melee damage (from level 1 Melee Physical Damage) 30% more melee damage (from level 1 Melee Damage on Full Life) 35% more projectile damage (from level 6 Physical Projectile Attack Damage) 25% less projectile damage (from level 1 Lesser Multiple Projectiles) IAD = 0.2 IMD = 0.6 + 0.18 = 0.78 IPD = 0.4 MPD_1 = 1.35 (35% more) MPD_2 = 0.75 (25% less) MMD_1 = 1.3 (30% more) MMD_2 = 1.3 (30% more) projectile_damage = tooltip_damage * (1.0 + IAD + IPD) / (1.0 + IAD + IMD) * (MPD_1 * MPD_2) / (MMD_1 * MMD_2) = [10, 20] * (1.0 + 0.2 + 0.4) / (1.0 + 0.2 + 0.78) * (1.35 * 0.75)/(1.3 * 1.3) = [10, 20] * (1.6) / (1.98) * (1.0125) / (1.69) = [10, 20] * (0.4841) = [4.8, 9.6]
Related helmet enchantments
There are helmet enchantments that affect Frost Blades:
|EnchantmentFrostBladesDamage1||66||25% increased Frost Blades Damage|
|EnchantmentFrostBladesDamage2||75||40% increased Frost Blades Damage|
|EnchantmentFrostBladesProjectileSpeed1||66||20% increased Frost Blades Projectile Speed|
|EnchantmentFrostBladesProjectileSpeed2||75||30% increased Frost Blades Projectile Speed|